Vehicles

In system 7, vehicles of any size are treated as a separate "character", and have similar rules to a normal character.

Vehicle Level

All vehicles have a "level", which describes how technologically advanced (and expensive) they are. Level factors into almost everything a vehicle can do--a higher-level vehicle is more capable than a lower-level one, other things equal.

Vehicle Size

Size is very important to vehicles. Vehicles have their own size chart, which is contiguous with the creature-scale size chart, but offset, so that a "medium" vehicle is much larger than a "medium" creature. It is possible for creatures and vehicles to participate in the same encounter, using a few simple mathematical adjustments.

Size factors into almost every numeric quantity relevant to a vehicle. It is especially important to maneuverability, hull strength, and the power of weapons and defensive systems. Large vehicles have exponentially more damage potential and hit points compared to smaller ones, but smaller ones have a maneuverability advantage that can offset that.

Vehicle Attributes

Stat Analogous To Purpose

Thrust

Strength, max speed

Determines acceleration, contests of force (ramming, grappling, etc)

Maneuverability

Dexterity

Factors into dodge, targeting of fixed weapons, avoiding obstacles

Hull

Constitution

Resilience against damage

CPU

Intelligence

Sensors, drone automation, auto-targeting

Power

Stamina

Onboard power generation; powered systems rely on this, and high-powered systems deplete CAP (see below)

Versatility

n/a

Determines how many module slots the vehicle has

Like a character or monster, vehicles have 10 attribute points + 1 per level.

Secondary Attributes

These attributes are not purchased directly with Attribute Points, but rather are derived from other attributes.

Stat Description Derivation

Capacitor (Cap)

A buffer of energy for high-powered systems, analogous to Stamina; recharges slowly

Power * 10

Hit Points

Structural integrity of vehicle

???

Armor Factor

Additional armor atop structural HP

Multiplier of HP. Modified by modules and rigs.

Acceleration

Actual acceleration

Thrust, modified by Maneuverability and Size

Example mods:

  • Turbo Capacitor is a rig which doubles Cap recharge rate, but reduces overall Cap by 33%. Extended Cap is a rig which does the reverse.
  • Armor Plating is a standard rig which adds +1 Armor Factor at a cost of -1 Maneuverability.
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